How to implement a ground fog GLSL shader
问题 I'm trying to implement a ground fog shader for my terrain rendering engine. The technique is described in this article: http://www.iquilezles.org/www/articles/fog/fog.htm The idea is to consider the ray going from the camera to the fragment and integrate the fog density function along this ray. Here's my shader code: #version 330 core in vec2 UV; in vec3 posw; out vec3 color; uniform sampler2D tex; uniform vec3 ambientLightColor; uniform vec3 camPos; const vec3 FogBaseColor = vec3(1., 1., 1.